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OregonPete

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  1. Yes, thanks for posting the links. I've used both pages, and the NIF slots I mentioned are listed on the first page (under "Other body parts..."), but there's no equivalent on the second page. And that's my problem. Without that slot mask equivalent, there's no way to color the contents of the slot. If you just use 30 instead of 130 (i.e. 0x01 as the slot value for AddSkinOverrideInt), whatever is in that head slot will get colored. If there's nothing there, well, to be honest, not sure what would happen then. And I'm afraid there's usually nothing there, at least that's what I found when I listed the contents of all the slots. When I listed the body, hands, and feet slots (i.e. 0x04, 0x08, and 0x80), I clearly saw the textures that were being used, and those were what was being colored. The AddSkinOverrideInt works wonderfully on body, hands, and feet, and it has the advantage that it's not subject to the underwater skin overlay transparency issue you observe if you add tattoos using a mod like SlaveTats. There's a workaround for that issue by changing a couple of options in the skee.ini, but that again might have other consequences. It's what I'm using now to get everything to work well together, and if I don't find a solution for the facegen slots, I'll have to add a comment when I publish the mod so users know what to do about it. Do you know how to just override certain options in the skee.ini without having to override the entire INI file? If that were possible, I could offer users just that if they want it.
  2. @IsharaMeradin - No, no typo. In the NiOverride version I have, the SkinOverride functions are all readily available. I have my NiOverride from a Modders Package file in the Files section of the RaceMenu mod. It's in the Miscellaneous Files. It contains the latest NiOverride version, and you can create your own standalone package with it if you need it. Just need to make sure you also have the correct skee.dll and skee.ini files from RaceMenu. And, of course, the NiOverride.pex from the same RaceMenu version, otherwise they won't be compatible. Not sure if you guys knew this, but the whole NiOverride thing is now being maintained by the RaceMenu team, that's maybe why you didn't realize there's a more current version available. I would rather use the SkinOverride functions, because then you can override the original skin color instead of using an overlay, which has advantages. But I can't figure out which Slot Mask the FaceGen head uses, so I can't tell NiOverride which slot to color. In NifSkope, The FaceGen file uses slots 130, 143, and 230 for the head, and 131 for the hair. But I'm afraid there are no equivalent Slot Masks. Do either of you have an idea what they might be? Or where I could find that information?
  3. Sorry, realized there are two relevant pieces of information missing in the code. The _UseFaceGen and _type strings weren't defined. Here's the code for those: ; All used textures have to be relative to "Data\\Textures\\" String _TexturePath = "actors\\character\\marisa\\" String _UseFaceGen = "bUseFaceGenPreprocessedHeads:General" String Function GetTextureType( Int Type ) String _type = "" ; Body If ( Type == 1 ) _type = "Body" ; Face ElseIf ( Type == 2 ) _type = "Face" ; Hands ElseIf ( Type == 3 ) _type = "Hands" ; Feet ElseIf ( Type == 4 ) _type = "Feet" EndIf Return _type EndFunction
  4. So, I was able to solve my problem, although not quite in the way I was hoping. In the end, I wound up overriding all the body and head textures instead of just the tint of the original textures. Using murfk's SL/LL SlaveTats mod as a basis, and a lot of research on relevant forums, I was able to figure out how to make the switch. It's still not perfect, but I'm getting there. To show you the result, here are two images, before and after. I also have the relevant code below for those who are interested. Is it possible to mark this thread as solved? So, this is Marisa, a rather unaggressive ex-bandit and Breton mage with dark brown hair and dark blue eyes: But Marisa has a secret. Because she's also a black-haired, brown-eyed, Demi-Daedric princess, who can change into her hidden persona in an instant: And for those who are interested in how the texture, hair, and eye color swap was done, here's the relevant code:
  5. Yeah, that with the race never really seems to work for me. I've tried several times with other characters, but I can't get the character to look the way I want her to. As soon as the race change is done, the character's face is completely messed up. Seems it uses some kind of defaults to reset the face. Or do you have any experience with that? She needs to change her skin tone from normal to red, and her hair color from brown to black. But otherwise her face and hair should remain the same. If I can get it to work with a race change, I'd do it, but I've never gotten it to work for me. Any support would be appreciated.
  6. I'm creating a mod where the heroine (companion NPC) transforms into a demoness, but I'm having issues getting the tints right with NiOverride. Here's what I've done so far: I was able to add texture overrides for the entire body using NiOverride.AddNodeOverrideXxx, including the head (haven't tried the hair yet), which got the tint right, but messed up everything else (for instance, she no longer had eyebrows because the head texture overrode them). Not quite sure how to add the lip, hair, and eyebrow textures seperately, but I might try that next. If I just attempt to change the tint with NiOverride.AddSkinOverrideInt using the slot, I can't seem to change the head texture. The body (i.e. torso, hands, feet) isn't an issue, but I think the facegen mesh is getting in the way somehow and overriding anything I attempt to do with the head. I can't even change my NPC's hair color, not even with SKSE's SetHairColor on the actor base. It works fine if I remove the facegen mesh and texture (for instance, by renaming them), but then, of course, I get the black face bug. Strangely, if I use NiOverride.AddSkinOverrideInt, I can't seem to remove the override anymore. I've tried using NiOverride.RemoveAllReferenceSkinOverrides for just that NPC, and I tried using NiOverride.RemoveSkinOverride, but no luck. Really strange. If anyone has any ideas on that, I would sure appreciate it. Any ideas on how to override the facegen texture? Is there a specific slot for that? I would be grateful for any ideas. To make things simpler, here's some of my code:
  7. Ah, my mistake. Thanks for the clarification, IsharaMeradin. Why don't I know these things? LOL
  8. That would be very cool, if SKSE already has a function like that. In which script object is it? Because I couldn't find it in the online CK script reference.
  9. It's been over a year, so I'm not sure if this topic is still relevant, but I've come up with a method I like a bit better. It does use the SKSE StringUtil, but it doesn't require any Math functions, just regular math operations, and it's very short.
  10. Sorry, but which port script do you mean, exactly? Because from my view, there's no such thing. I've never seen a standard script that was attached to an auto load door by default. And if there was such a thing, do we even have access? But now that I have the OnLocationChange() variation working, there's no need to redesign all the worldspaces and interior cells. :)
  11. Yeah, it would have been nice to be able to just attach a simple script to the doors. But you'd have to be able to attach it at the source where the OnActivate() happens. Since that's no help because the SwimStart effect doesn't reach the destination, and you can't attach a script to the destination teleport box, the only other way you might be able to solve it would be by creating a trigger box at the destination teleport box. But the CK says that doesn't work for NPCs, only the player. Was able to prove it, too. For whatever reason, the player characters don't have any issues realizing they're underwater when they arrive. Wonder why the NPCs don't work the same. Anyway, thanks for the assist.
  12. Really sorry, I should have responded but got busy. Anyway, the solution with the portal was, I'm afraid, no solution. When you activate the door, the system doesn't know the NPC's state after they pass through to the other side, so using Follower.PlayIdle(SwimStart) doesn't work. I even tried it with a Wait( 2.0 ), still didn't work. I did, however, get the OnLocationChange to work. I attached the script to the follower, and now the follower always swims. The script is a bit more complicated than putting the SwimStart on each door, and you also have to ensure each cell that has a door also has a location added. Here's the script, in case anyone is interested:
  13. Hmmm...well, I actually did try that using OnActivate(). But I'm using normal auto load doors, and I'm not sure what to use in the script that will work when the NPC lands on the *other* side of the door. Normal triggers around the door's teleport marker on the other side don't seem to work for NPCs, even says so in the online CK reference. Any other suggestions?
  14. Thanks for responding, NexusComa2, but I'm afraid I didn't understand a word of what you were saying. What are "flow things"? Why do I need to redesign a few teleport locations? In what way? And how do you mean, "set state"? I really do appreciate you trying to help me out, but is there any way you could be a bit more explicite about what you're trying to tell me? What I tried was to check if the follower is swimming and use Actor.PlayIdle( SwimStart ) to get them to swim if they aren't, but that only works if you find a way to do it after they teleport to the new location. I did try to add an OnLocationChange to my followers, but I'm afraid that doesn't really work because it often returns None for the locations. If you or anyone else has any further advice, I would sure appreciate it.
  15. In the mod I'm creating, one of the quests takes place almost completely underwater. One of the many issues I'm running into but haven't been able to resolve yet is that followers often don't realize they're underwater and use the normal walk/run instead of the swimming animations. The problem only presents itself if the followers are teleported fully submerged (for instance via an auto load door) from one underwater location to another. But if they get to an area where it's possible to surface and they do so, they immediately start swimming, and they also continue to swim if they submerge again. The other way around, if they start on the surface and then go underwater, they always use the swim animations. I've already checked all the navmeshes, and they seem to be fine, meaning followers have no issues following the player through a door from one location to another. But, like I said, they usually wind up walking instead of swimming. I don't need to tell you guys how annoying this can be, since it totally breaks immersion. On the other hand, you might find it hilarious. LOL Can anyone think of a way to resolve this issue?
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